Wednesday, August 15, 2012

The Next Big Sidekick

This is an idea I had a dream about earlier this week and figured it was good enough to get on paper.  It's rough and has no editing, but I think it would make an interest novel or comic.


“I want back in the game.”
The only response to this was silence.
“Sal?”
“Yeah, Pete. I'm here.”
“Did you hear me? I said I want to get back in the game.”
“I heard you, but the game has changed. And you're no spring chicken.”
Pete sighed and leaned back in his easy chair, letting the heavy, plastic handset fall away from his head for half a breath. He reached under his glasses to rub his brow. He had to remember this was what he expected from Sal.
“I know Sal. But have you seen these kids today? They hardly know a time rift from a dimensional tear. The worst thing they deal with is the occasional alien invasion. When's the last time any of them fought a god-planet single handedly?” Pete idly glanced around his den, spinning his heavy recliner slightly as he did so. To the untrained eye it looked to be a collection of odd bits of art and history from around the world, but most of it was from other worlds, other dimensions, and other times. “I may not be as fast as I was back in the day, but I know more about being a cape than anyone.”
“I'm not debating that,” Sal said defensively. “I just mean...do you know how much a headquarters costs these days? Or the old sky-jets? Well no that we'd want to use those death traps anymore, but you know what I mean, right?”
“It's never about the money, Sal.”
“Right, for you it's not. I'm just your manager. I'm just the guy who made sure your chemo was paid for by booking all those convention appearances, all those mall openings. I've got a vested interest in keeping you alive and signing 8x10 floppies for the fans Pete.” Sal stopped and took a deep breath to prepare. “And what happens if you get killed this time? Sure when we were in our twenties and had no cares, that didn't matter, but what's going to happen to Charlie if you die? Or the grand kids? Or hell, the dog?”
“The dog can stop a tank with one kick,” Pete said. “Remember, from Pluto. I think he'll be fine.”
“Okay, Charlie then. You really think she's going to keep on going if you die? You want her to have a heart attach every time she see's you on the news fighting some two bit hood who stole a power suit?” Sal's voice was growing more plaintive, more desperate. “Don't force me to make that call, 'cause if you die you know it'll be me doing it.”
“Sal, I'm not going to die. I've still got all the powers I used to, and more experience to boot.” Pete stood up from his chair and began to pace around his den, the phone cord stretching out behind him as he did so. “Look, Sal, Charlie and I were mugged last week-”
“Holy shit Pete, is she okay?”
Pete stopped. “Sal. Really. You think I can't handle a mugger? Would I be asking you to get me back in the game if I couldn't handle some teenager with a knife and an inflated opinion of his tenacity? Hell, Charlie could have kicked this guy's ass. I just gave him a quick throw into the nearby garbage, but really, it felt good. It felt better than I've felt in a long time.” Pete stopped, breathing deeply to stay calm in the memory of the moment. “A hell of a lot better than signing pictures at some convention.”
“Okay, Pete, you took down one kid. One kid is not a member of the Destruction Circle... hell, it's not even a Scorpion Soldier. You can't just come back after being out for a decade and expect it to all work out. I mean-”
“Sal, I've got a year to live. Tops.”
The line went silent, as Pete expected. He gave Sal time to process as he paced slowly by his trophy cases, idly running his hand over alien scepters and weapons of long lost civilizations. He'd had weeks to deal with it, and figured Sal would need a few minutes.
“What do you mean, Pete?” Sal's voice was no longer pleading or exasperated, only solid. Determined.
“Apparently that run in with the Kelhh back in 92, when I got bathed in that cosmic radiation and Primator told me not worry about it? Yeah, well that crapsack was wrong and it gave me cancer. Brain tumor, size of a golf ball at this point and completely inoperable. Docs say I've got six months most likely, a year best case scenario.” Pete rested his hand on the handle of the Antifinity Sword, remembering how he had taken from the champion of the microverse so long ago. How Shrinking Violet had used it to try and cut the tumor out by shrinking into his skull. “I've tried everything; every mystic, every tech, every psychic, and its no good.”
“But what about-”
“Yes, I even called the Dominator. Nothing.”
More silence.
“So, you want to go out with a bang? That what this is about?”
“No, Sal. I want to provide Charlie with a future. Since that Kelhh attack where she loss the use of her legs she relies on me for a lot, and without me... I don't know what she'll do. I'm her husband. It's my job to provide for her, and I'd get a lot more money for the conventions and appearances if I was back in the game.” Pete turned back to his chair, careful to swing the phone cord so it didn't knock anything over in the process. “If I went out swinging instead of dying in a hospital bed, well, that wouldn't be so bad. Would it?”
“There's no talking you out of this, is there?”
“No, Sal. And good man for recognizing it.” Pete sat back in his chair, smiling for the first time in weeks. “Now can you get me back in the game?”
“Sure, I know some people, but Pete, like I said it's not cheap. Costumes, gadgets, vehicles. I mean it's not like you're a flier, we have to get you to the trouble somehow. And that costs money, especially since it will likely get destroyed every week. Plus we need a headquarters as we sure as hell don't want you working out of your house and putting Charlie in more danger.”
“But we can do it, right Sal?” Pete said with a sigh. “You're the man that once organized the evacuation of the entire city of Saint Louis in three hours to avoid a demonic invasion, you can get me back to be a superhero.”
“Well, may be your luck day.” Sal said with a level of irony that concerned Pete. “See Lady Rocket called me the other day; seems she went into television after that incident with the sasquatch arc-champion back in Oregon. Anyways, she's got this reality show thing she's working on she's calling “The Next Sidekick” where a bunch of mundanes spend a few weeks competing to be a sidekick for some big name superhero. Only problem is they don't have a big name superhero. All lined up with a network, facilities, the works. But no hero.”
“You want me to go on television? You want me to do reality television to get funding?” Pete was at least partially at a loss for words. Or at least the big words. “What the hell Sal? I sell my signature and shake some hands, but I am not some dancing monkey.”
“I can get you ten million for the season with a bonus if the ratings go up. And a percentage of licensing returns.” Sal replied. “How many costumes is that? How many jet packs? You want visibility? You want back in the game? This is back in the game Pete.”
Pete dropped the phone to his chest, glancing down the hall to see his wife maneuver her wheel chair through the hall. She smiled and waved at him, melting his heart as always.
“Okay Sal, I'll be your dancing monkey. Call Lady Rocket. Let's do this.”   

Sunday, June 24, 2012

Avatar and Godwar


So this weekend I watched the series finale of Avatar: The Legend of Korra (which, if you did not watch, go watch it right now. Immediately. Stop reading this, it will be here when you get back. No, you don't have to watch the previous Avatar series, this stands on its own. Yes, it's that good) and as with every time I watch Avatar cartoons, I think how I would structure the combat in an rpg. For those unfamiliar with Avatar in general (WHY? I SAID GO WATCH IT! THE ORIGINAL IS ON NETFLIX! GO! GO NOW!) the world has magic based on the four elements called bending and is carried out using martial arts with each element having its own visual style. In addition to the four core elements there are advanced skills like Lightning Bending (advanced fire), Metal Bending (advanced earth), Blood Bending/Plant Bending (advanced water), and Sound Bending (advanced air, not seen in the show, mentioned in an interview with the creators as a lost art). Each of these forms has very few unique abilities ( for example water is the only one that can heal), while all share certain basic things (they all can attack, block, etc) though at different levels of effectiveness. Fire, for example, is much more effective offensively than Air while Air is better at mobility, and Earth seems to be the most effective for defense. Some abilities are rare but shared; for example both Air and Fire can fly, though it seems to be a far more advanced skill for Fire than Air as only the most powerful Firebenders can do it.

Also recently I have taken to watching kung fu movies and templar movies while working on the elliptical to keep myself from realizing how terrible exercising is. This mixture of genres has made me realize something about my long gestating project Godwar (which you can read about here, here, and here). I've commonly described it as Occult Superheroes of the 15th century, but I now realize that's not the most apt description. It's really more of a kung fu game from a European cultural basis; instead of unlocking the secrets of kung fu and chi, characters get their crazy powers from more occult sources like the Holy Grail, and then use this power to take on vast armies, beat incredible odds, etc. I also wanted more the cultural/political conflicts that come up in kung fu than the hero vs. villain dynamic more common in superhero stories.

Now, what do these two ideas have to do with each other? Previously I've been going with sort of a Spirit of the Century/Over The Edge style system where players make up their own abilities and rated them using a pool of options. Then during gameplay players would draw five cards each round and allocate them to different abilities, up the the ranking of that ability, to accomplish tasks (so I can put up too three cards in Champion of the Edinburgh Templar Lodge when I want to attack someone or try to use my notoriety to impress people). Problem this is abuseable as not all abilities will be created equal (as Harbringer's Over the Edge game demonstrated when my character's Marine ability was useful far out of proportion to some other abilities) and without some sort of currency system ala Spirit of the Century fate points I'm not sure it will work well. So, new idea: steal my ideas for Avatar for Godwar.

Most of the characters in GodWar would have access to a primary power set; this could be Templar (super tough thanks to drinking from the Holy Grail), Angel, Hermetic Wizard, Gearsman (clockwork robot), etc. Each of these would have rankings in a number of different common abilities, such as Templar having high ranks in Toughness, Melee, and Defense while Hermetic Wizard has high ranks in Confining, Information, and Summoning. These would overlap, with both Gearsmen and Templars having high Toughness. The rankings in these abilities would be how many cards you can assign to them each round for tasks, so a Templar is going to brute force his way through and use melee combat while other combatants may choose other options. I'm thinking the list of abilities would be like Melee, Ranged, Defense, Information, Toughness, Confining, Healing, Movement, Stealth, Social, Mechanical. I probably need more, but I want to keep the list small. Players could raise these over time with experience points.

Also each power set would have a set of special moves, some of which are shared with other power sets while others wouldn't be. For example both Templars and Angels would have some sort of “come back from the dead” special move, while only Diabolists could summon demons.

Lastly players would have a number of traits that are descriptive phrases and modifiers that can be applied to abilities when they are appropriate. This means when a trait is applied the player can allocate more or fewer cards to that ability. This would usually be a +/-1 modifier, though larger it possible. Again some sort of currency like fate points may be good here.   

Sunday, June 10, 2012

Last Knights of Camelot: Giant Robot Combat and Keeping Everyone Involved



So a few weeks ago I picked up a number of PDFs from RPGnow since they were having a big sale on everything in your wishlist. I picked up a number of games, two of which I have read a good deal of at this point, those being Remnants and Spellbound Kingdoms (written a guy I used to play D&D with when I lived in NYC). Both of these have very interesting mechanical bits, and have put me to thinking about my old game, Last Knights of Camelot.

The basic idea for Last Knights of Camelot is a post-apocalyptic re-telling of the King Arthur mythology where one of the few surviving forms of technology are armour suits, which are effectively giant robots. Most have long ago run out of ammunition, so instead carry massive swords, maces, and other simple weapons (only the best pilots can managed bows). These armour suits are the height of military power available in the setting; one such suit can defeat hundreds of infantry in open combat and the true power of a king is how many armour suits he can bring to his banner. The men who pilot theses suits are knights, using their massive war machines to secure power, fame, wealth, etc. They meet in tournaments and the battlefield, trampling underfoot those unlucky enough to get in their way. These armor suits are maintained by Squires, many of which are genetically engineered to have inborn training in advanced technical arts, creating a caste of highly valued mechanics who are the only ones who can keep these ancient machines functional. There are several other types of knights as well such as rail knights (command giant war trains), blade knights (have helicopters), wagon knights (drive tanks), etc. Magic exists, but it is a rare and dangerous force. I once called the game a feudalpunk setting, but then realized that was a horrible idea and stopped.

When building a group of player characters for Last Knights of Camelot, each character takes a role in supporting the group's armour suit. While a group could could not have a giant robot, why are you playing this game if you don't want a giant robot? If a group wants to have more than one armour suit it is possible, but each suit must have its own knight. You'd just be splitting resources between the two suits.

Players should each choose one of the following roles to represent their place within the group and how they relate to the group's armour suit. When the armour suit enters combat the entire group jointly controls it, each player making choices and rolling dice according to the facets of operation covered by his or her role. Such choices and roles may reflect choices made or actions carried out before the battle, but that only come to fruition in the battle field, such as acquisition of supplies or spreading terrible tales of the deeds of the armour suit to inspire fear in its enemies. This system is designed so all players in the group will have a hand in the action when it comes time for the thirty foot tall robots to pull out their swords instead of everyone looking bored while the knight kills everything.

My thought is to also include a Song of Ice and Fire-esque system for the organization that supports the armour suit and the characters and each role would have an impact on that.

If the group has fewer than four players theGM may allow players to take an additional role; but the total, number of roles should be in the 4-6 range. Note groups will not have someone in every role; this is expected, though every group should have a Knight and Squire. Without someone to drive and fix the armour suit, not much is going to happen. The roles chosen also help determine the flavor of the group; a group with a Knight, Squire, Lord, Bard, and Priest may well be a noble household, while a group with a Knight, Squire, Merchant, Captain, and Gunner may be a mercenary company lucky enough to have an armor suit.

Knight: The knight operates the armor suit, usually from a cavity in the chest. The knight may make one action each that can be a move or an attack using a melee or ranged weapon. The knight also makes defensive rolls involving Armor Suit Operation skill checks, like dodging. The target number to hit the armour suit is determined by the knight's Armor Suit Operation skill. The Knight chooses one melee weapon for the armour suit. +3 Armour Riding, +2 Gunnery, +1 Tech

Squire: The person responsible for maintaining and repairing the armor suit. Squires do not normally ride with the Knight into battle, but instead watch nearby so they can quickly make repairs as needed. The Squire makes all resistance rolls for the armour suit based on his Repair skill and may spend one action per round activating systems in the suit, like repair drones and emergency power supplies, or change power allocation in the armour suit. The Squire can choose one Armor, Frame, Power, or Gadget upgrade for the armour suit. +3 Tech, +2 Craft, +1 Armour Riding

Gunner: Gunners operate weapon systems within the armour suit, usually riding along in it with the Knight but some suits also have remote weapon systems that can be operated outside the suit. The Gunner may take one action each round to fire a ranged weapon of some type. The Gunner can choose one ranged weapon system for the armour suit (which it comes with enough ammunition to fully reload it six times if it requires ammunition). +3 Gunnery, +2 Perception, +1 Tech.

Lord: The Lord is usually a noble of some sort who technically owns the armour suit and bankrolls the enormous funds needed to keep one operating. Such individuals do not ride in armour suits, but instead keep an eye on their people from nearby. Lord's provide leadership, inspiration, and fear to motivate their followers. The Lord can reroll one failed skill check made by another group member once per round using the Lord's Social skill. The Lord can choose one upgrade of any type for the armour suit. +3 Leadership, +2 Wealth, +1 Social.

Bard: The Bard spreads word of the armour suit's deeds plus helps the armour suit recognize enemies by identifying their heraldry. Once per round the Bard can make a Heraldry check either to inspire fear in enemies due to its reputation (which the Bard is assumed to work between battles to spread) or to identify one aspect of an enemy armour suit, such as upgrades, favored tactics, etc (“Watch out, that's Sir Erebus! His rocket lance is known throughout Northumberland!”). The Bard can select one Reputation upgrade for the armour suit. +3 Heraldry, +2 Social, +1 Perception.

Merchant: The Merchant is one of the struggling middle class or one of the few non-nobles who have fought their way to the upper class of society. Such individuals usually work to fund armour suits and make sure they have the parts needed to stay in the field. Merchants can reroll one Repair, Computer, Armor Suit Operation, or Gunnery skill check per round made by anyone in the group on behalf of the armour suit using their Wealth, representing money spent on higher quality parts and supplies. Merchants can select one upgrade of any type for the armour suit. +3 Wealth, +2 Contacts, +1 Subterfuge.

Scout: The Scout surveys the battlefield before the armour suit takes the field when possible, identifying terrain threats like pits, rivers, and bogs. Before each battle the Scout can make a Perception check; for each success the scout can put one piece of terrain on the battlefield as long a it makes sense in the area. The Scout should make all Perception checks to detect enemies. +3 Perception, +2 Stealth, +1 Survival.

Priest: Most priests who accompany armour suits are Christians, the remain worshippers of older faiths rarely having the power and tech knowledge to keep one running. This does not mean all priests are Christians by any means, but most are. The Priest can reroll any failed Willpower or Toughness checks made by group members in the armour suit using his Willpower, assuming they are of the same faith or at least respect the faith of the priest. +3 Willpower, +2 Social, +1 Leadership.

Captain: While armour suits are the major power in modern combat, infantry, cavalry, and siege engines have their place. Captains are the commanders of such units, bringing to bear troops to support the armour suit in the field. The Captain begins with one unit of troops, which he can apply three upgrades too, or use an upgrade to get an additional unit of troops. These can be fielded along with the armour suit in battle, but if not properly prepared (such as using terrain created by the Scout) they'll likely get massacred by opposing armour suits. +3 Leadership, +2 (skill used by one of the Captain's units), +1 Willpower.

Druid: One of the few arcane practitioners of the older religions of Briton, druids use the magic of natural cycles to create supernatural effects. They rarely are found accompany knights, but can be found supporting tribal champions and other less “refined” operators of armour suits. Each round a druid can inflict an environmental effect on the field of battle, such as calling in a fog or turning a terrain square to a bog, but doing so drains the druid. This means each attempt gets harder and will require the druid to rest extensively after the battle. +3 Arcane, +2 Survival, +1 Willpower

Roles Still Being Worked on:
Rogue: Maybe some sort of sabotage attack?

Smith: While Squires maintain armour suits, smiths are those technical geniuses who still have the tools and knowhow to build armor suits from scratch. +3 Craft, +2 Tech, +1 Toughness

Wizard: Practitioners of magic are rare, a few can be found supporting armour suits. They usually lend support in the form of enchantments on the armour suit itself. +3 Arcane, +2 Willpower, +1 Lore

Upgrade Types
Armour – Armour plating, reactive armor, etc.
Computer – AI assistance, targeting computers, etc.
Electronics – ECM suites, communications.
Frame – Size, strength boosters, etc.
Power – Power generator and control system.
Sensors – Infra-red, radar, etc.
Weapons – Huge swords, ballistas, artillery pieces, missiles, lasers, etc.   

Wednesday, June 6, 2012

Games I've Read Recently - Remnants and Spellbound Kingdoms


So as recently I picked up some games recently that I found mechanically interesting and had inspired me to put some words into Last Knights of Camelot, which I am composing a post about currently. I figured I would detail what I found so interesting in another post:

Remnants: This game is a very rules light post-apocalyptic rpg where the main form of pre-apocalypse technology that survives are giant robots called ishin. These giant robots may be mechanical or magic, no one knows and no one knows how they work. They repair themselves if damaged, can replenish their own ammunition and drones, and new ones cannot be built. Basically the ishin are giant magic artifacts from a previous age. No one knows what the apocalypse was, or really much of any history. It's a wonderfully open setting that you can take in a billion directions if you want. The ishin are generally 12-20 feet tall so they're not super huge/powerful, but they are the most powerful tools of war available.

The cool things about the system is how the ishin advance and how players control them.
  1. At character creation all characters gets separate pools of points to get normal skills and ishin skills, so you don't have “this guy is awesome in his robot but sucks everywhere else” problems. Also stats affect ishin skills in such a way that characters are all equal, so the guy without good physical stats can still be an awesome pilot. Piloting an ishin really relies on that indefinable thing that so many anime mecha heroes have.
  2. Ishin get more powerful by suffering damage. Any time your ishin takes enough damage to be knocked out, it goes to sleep for eight hours and wakes up tougher. Any time you pull off some amazing move or really risky stunt you get Duress, which you can use to get upgrades for the ishin that sort of organically grow out of the suit as it adapts to the pilot's needs. So players have this interesting drive to push their ishin to the limits to keep advancing.  If a pilot dies the suit goes to sleep for eight hours and resets itself to factory defaults, i.e. starting stats.
I do wish the rules had more meat to them in some cases, like weapon types and damage, mech upgrades, etc, but its a game with an immense capacity for tinkering and customization. It would be a great game for an anime style mecha campaign and for some reason I keep thinking of Nausica of the Valley of the Winds since the ishin are very similar to the ancient war machines in that story.

The other game I picked up that I have read thus far is Spellbound Kingdoms written by Frank Brunner, who I played D&D with when I lived in NYC and is a good guy. Spellbound Kingdoms is a fantasy game that has two mechanics thus far that I love. The basic system is you build a die pull from your stat, skill, etc, take the best die and compare it to a target number, but the inspiration rules and combat rules really make it stand out (there may be more awesome bits, but I haven't finished reading it).

  1. Like many games, SK has a mechanic for causes that are important to the player, like relationships, deeply held beliefs, etc that can add to rolls in certain circumstances. These are called inspirations, and their use in play is cool enough. If you take a lot of damage in social contests you can take damage to your Inspirations, or people can attack them directly by killing beloved family members, trying to cause you lose faith in your religion by exposing corruption, etc. The awesome part comes up when you get an Inspiration above 4, which is not difficult at all really if you want to go for it. Once you get an Inspiration to 4 or higher, due to the magic of the world you cannot be killed (well, you can be, but you will come back somehow, you can't be taken out of the game permanently). So as long as you are fervently dedicated to a cause you cannot be killed unless your dedication to that cause is damaged (i.e. brought below 4); as long as your true love lives and you love her you cannot be stopped forever as you'll find a way back to her. So villains have an in world mechanical motivation to tear down the world around the heroes as opposed to just attacking them directly, and since this applies to villains to the heroes can't just kick the enemy's door down and make with the stabbing. While yes, unrealistic, I love the sort of narratives that could develop.
  2. Combat in SK is all about fighting schools and styles, something I think Harbinger would love. When players enter combat they choose a fighting style to use, each of which requires training to use anything other than the most basic elements and specific gear. Each style has a page sized table with a series of circles laid out in a irregular grid; each circle is an action you can take during a round. For example, a move may let you attack a target and move, attack with both two weapons, aim a bow, make an insult to damage your opponents Mood and boost yours, etc. Each of these moves has different effects, such as the aim action boosting the die size of a ranged attack made on the next round. You can start in a limited selection of starting moved called balancing moves, but from there you can move to any move in the same column or row in the grid as your maneuver last round. As I said the grids are irregular, so there are spaces and branches, thus to get to their ultimate moves of a style may take four or five rounds of maneuvering to get there. It looks like an excellent way to do a fencing heavy sort of game.
You can get the combat primers at the Spellbound Kingdoms website that will get you the basics of the combat map system.  I definitely recommend getting it and it is a meaty 300 page tome.  

I haven't been able to play any of these games yet, but I've been thinking of stealing Samhaine's rotating game group in order to try them out.   

Wednesday, May 2, 2012

No more Farscape MMO posts

Due to legal entanglements (nothing involving Henson) I've taken down the posts about the Farscape MMO.  My apologies for anyone who wanted to see it but couldn't; posting it was an ill-considered action.

Thursday, April 12, 2012

Fiction Snippet

So I've been putting a lot of time in the office lately and working on some other top secret projects, so to unwind I scribbled down this idea I had.


For some men, picking the battlefield clean after a victory was their favorite part of the battle.  It was low threat and held the promise of loot. It also meant a lot of killing of peasants and other lower rank sorts who were too wounded to defend themselves or remove themselves from the battlefield and not valuable enough to ransom.  Thus those cleaning up the battlefield would get whatever coins and nicknacks these poor souls retained, which was rarely more than a handful of coppers or the occasional holy symbol, in exchange for however they sought to end the unfortunate’s life.  Anyone who had a respectable amount of pocket change would be a noble or person of quality. If they were discovered still alive, the men picking the battlefield were to notify their commander so such important and valuable individuals could receive proper attention and care. A peasant merely trapped under a horse would see his throat slit, while the lowest noble lord holding in his own guts would receive all the treatment available in the hopes he could live long enough to ransom.  

Ansil was not one of these corpse robbers who enjoyed killing their fellow peasants for a handful of pennies.  He went through the motions of searching the battlefield, but claimed little loot and ended no lives as he had no stomach for it.  He was not a soldier and was only here due to being recruited at sword point, such was the reward for placing first in his village’s archery tournament last year.  He had spent the last three months with the Duke’s forces fighting an invasion from the neighboring Bishopric of Tannel, time he would have rather spent with his wife and children back on their farm in Ojil Hamlet.  This battle was likely to be one of the last as the invasion was winding down, the forces of the Bishopric falling back to their last foothold in the Duchy.  Ansil may have been more dilligent in collecting coin since this was likely to be one of his last chances at loot, but he figured he’d rather return home poor and the man he left home as rather than return a rich man who was someone completely different; a murderer.  

Instead of collecting money Ansil spent most of his time on the battlefield collecting arrows.  It had begun as something of a hobby after the first battle he survived under the Duke’s command, a fearsome conflict where the Duke’s forces crushed the Bishop’s vanguard as they attempted to cross a river.  That was the first day Ansil killed a man, or at least he was reasonably sure he had killed a man.  Being an archer in formation, it was hard to be sure his arrow had ended anyone’s life, but after half a dozen battles it was more than likely it had.  Masses of archers did not fire at specific targets, instead loosing their arrows in vast flights, so taking credit for any individual kill was difficult.  In any case, in an effort to distract from the lives he may have ended, after the battle he wandered the field and river ford collecting arrows fired from a dozen units from different regions, baronies, and even nations.  The arrows of the archers from the northern Barony of Sunderhill with their extra long fletchings, or the odd needle pointed arrows used by the Silaean mercenaries the Duke had hired.  Each had its own feel, heft, and color, and he collected them all.  He kept them in a second quiver with his bedroll, a fact that had earned him some mockery from his fellow conscripts. They came back with handfuls of coin, and he came back with arrows of negligible value. Ansil had also managed to collect a handful of bows from various corpses, each a slightly different version of the weapon he carried.  Once he was home he would learn to shoot them all and learn why they were shaped as they were.

This battlefield was less interesting for Ansil.  Under the graying skies of storm and evening he had found few arrows and no bows as the Bishop’s archers had not made it to the field before the battle was decided.  So instead he did his best to avoid the dying, praying for them as he could but not sure if they would accept his heathen prayers.  The lack of acceptance of the divinity of the Prophet was one of the underlying reasons for this war, at least officially, after all.  

The field was growing dark as the sun neared the horizon, never achieving much today anyway due to all the cloud cover.  In the growing darkness if Ansil had laid down, he could have easily disappeared, his clothes caked in the same mud that choked the field to a depth of at least two boots.  He had long ago given up trying to remain clean as the spring rains had been choking the region for most of the campaign and just about everything he owned was filthy.  Luckily since it was nearing the end of spring the last of the snow runoff was working its way down the rivers, meaning he could wash without being quite so concerned about freezing.  Maybe also see about finding a barber to tame the unmanageably bush his hair and beard had come, seeing no care to speak of for months.  But what he would pay the man in, arrows?  He imagined he looked quite the beggar at this point, but most beggars weren’t outfitted with a bow, two quivers, a sword, and thick leather armor.  So more a bandit then.  The nobles in the army had kept themselves neat and clean through the whole campaign and retreated to bathe themselves as soon as this battle had ended, but Ansil had no such luxuries.  Rain and rivers were his baths.  

As Ansil was about to head back so he could beat the rain, as the already muddy battlefield would become a quagmire with any more moisture, a cast off crossbow caught his attention.  He had little respect for the weapon, seeing it as the weapon of untrained cannon fodder, but if he could bring it home at least he could understand it.  He meandered over to the weapon where it lay in the hands of some Tannel man-at-arms, clearly dead due to his lack of anything resembling a right arm or shoulder.  From the look of it some noble lord and his entourage made a last stand here as at least half a dozen horses and two score men were dead in close proximity, all wearing the same black and white colors.  Some carried a banner or device of what looked to be a bear, or maybe a badger.  Ansil was never good with heraldry, and didn’t much care.  He was sure his fellows would be along shortly, working by torchlight into the night to get their loot, and this had the looks of a rich find.  

As Ansil bent over the pick up the weapon he heard a distinct sound; a groan.  The sound he did not want to hear.  He tried to block it out, pretend it was the wind, but then he heard it again.  Definitely a groan and it came from nearby.  With a sigh Ansil slung the crossbow on his shoulder and followed the sound, not having to go far.  It was coming from a pile of corpses and horses, all caked in mud and blood.  Someone at the bottom of that pile had somehow survived both the battle and being crushed.  Ansil figured they were likely near dead, so most likely digging them out and letting the others find the poor soul would be some form of mercy.  Some part of his brain entertained trying to save this person, but the rest of his brain knew that was a ridiculous idea.  

So Ansil set himself to rolling bodies off the pile of corpses, a process that quickly left him covered in even more blood and mud.  It looked like it had been a daring last stand, but ultimately futile.  He uncovered both peasants and nobles, two noble lords of low rank having been trapped in the pile when their horses were killed.  It took him a good twenty minutes to get to the survivor, the whole while the rest of his compatriots were slowly drawing closer as they made their way across the field.  When he finally rolled the last corpse off of the source of the groans he found himself facing a man who was wearing clothes and armor worth more than Ansil’s entire village.  

The man was young but hard looking, the sort who had spent a lot of days with a sword in hand.  His blond hair was plastered to his head with blood as he had half a dozen injuries, most minor as his plate and chain armor had stopped any from biting too deep.  It looked like the man had fallen from his horse and been trampled before he could regain his feet, such was his entire body covered in mud.  But he looked like he would live, and judging by his steel armor, jewelry, and the fact he had all his teeth, he would earn a pretty ransom for someone.  Enough of a ransom for Ansil to pay off his debts to Lord Harlin, that’s certain, and plenty more besides.  Enough to build a proper house and send his sons to school.

And here a plan began to form in the part of mind that had considered saving the man.

Ansil was not schooled, but everyone who knew him would call him cunning in a dreamy, non-threatening way.  He was the sort who always came up with the best way to get the harvest to market and his farm was littered with gadgets to make his work easier.  He was not ambitious, more clever to allow him to be lazy, so his mind was rarely applied to greater causes.  But here, he saw an opportunity that could not be denied and his mind made plans.  Cunning plans.  If he could get this noble back to the Bishopric, he could get the ransom himself. It would require him to avoid his own army, an enemy army, and travel hundreds of miles through unknown territory, if he pulled it off...

After glancing around quickly Ansil reached down and grabbed the noble by his breastplate, lifting him up slightly and shaking him.  “Wake up!  The battle is over and you’re my captive. Do you surrender?”  Ansil clumsily pointed the crossbow at the man’s face in an attempt to look more fearsome, hoping he would not notice that the weapon was not loaded.  The man mumbled something and cracked an eye open, but did not respond with anything Ansil understood.  

“Do you yield?” Ansil said, figuring a small number of small words may make things easier.  At “yield” the man perked up, his eyes suddenly losing their gloss and growing sharp.  

“I yield, I am your captive,” the man caughed out, spitting some blood in the process, before his eyes fluttered closed and he fell unconscious again.  

Ansil laid the man back down and looked around the battlefield.  His comrades were at least a hundred paces off, and night was falling.  He just might be able to pull this off.  





I picture this as being sort of a buddy movie of a fantasy adventure with a peasant archer and his captive night trying to get the captive night home so the peasant can collect the ransom while everyone and their brother are after the two. Wacky hijinks ensue.



Tuesday, March 27, 2012

From the Kill Pile: Undeath Pact, Part 2

The wrap up of the Undeath Pact Warlock.  Some side projects have surfaced recently that have taken most of my time of late, so not a lot of postable original writing going on.  Though I have started readjusting my schedule to get more writing time, cutting down on television and video games and such.  I tried cutting down on sleep... that was a bad plan.  

Gravemaster
I punish the wicked with eternal service to the just. You may call me a villain, but those who serve me undo their misdeeds in life with good works in death.


Prerequisites: Undeath pact warlock
It is the neophyte necromancer who robs the graveyards of peasants, butchers innocents, and generally gives those of your studies a bad name. While you would never describe your art as pleasant, you do not dig up just anyone to serve you. You only bind the worst criminals to your service, punishing them in death for the crimes they perpetrated in life. If they went unpunished in life, all the better. Some gravemasters have become quite the detectives through hunting down those who deserve the torture of the walking dead. In some lands, this may even be the law of the land. When you encounter those souls who have been wrongly cursed with undead you work to free them, turning them against their creators and then destroying them.

Gravemaster Features:
Commanding the Dead (11th Level): When you spend an action point to take an extra action, your undead servant may also take an additional action of the same type.
Bound in Death (11th Level): Undead under your control receive a +2 bonus to Will and Fortitude defenses when adjacent to you or another undead under your control.
The Taste of Death (16th Level): Undead under your control gain a +2 bonus to attack rolls against bloodied foes.

Gravemaster Spells
Mastery of the Dead Warlock (Undeath) Attack 11
Even undead created by others are not beyond your power. Using your necrotic controls you can wrest control of undead minions away from others for at least a few moments.
Encounter * Arcane, Implement, Necrotic
Standard Action Area burst 2 in 10 squares
Target: All enemy undead minions in burst
Attack: Constitution vs. Will
Hit: You gain control of the target until the end of your next turn. They are controlled using the same rules as animated creatures, so you must expend actions to command them. At the end of your next turn the targets are destroyed.
Undeath Pact: The targets gain a bonus to damage rolls made under your control equal to your Intelligence modifier.

Punishing Strike of the Walking Dead Necromancer (Undeath) Utility 12
Charged with power your undead followers strike out at your enemies with great fury, breaking bones and bending steel to see them dead.
Daily * Arcane
Minor Action Close burst 10
Effect: All undead under your control gain a +2 power bonus to attack rolls and damage rolls until the beginning of your next turn.

Command of the Carrion Lord Warlock (Undeath) Attack 20
Focusing your will on a single undead you bend it to your control, turning it against its former allies.
Daily* Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One undead creature
Attack: Constitution vs. Will
Hit: The target is dominated (save ends). It is controlled using the same rules as your undead servant, so you must expend actions to command it.
Sustain Minor: You inflict a -2 penalty on the next saving throw of the target against this spell.
Sustain Move: You inflict a -4 penalty on the next saving throw of the target against this spell.
Sustain Standard: You inflict a -6 penalty on the next saving throw of the target against this spell.
Aftereffect: The target suffers 4d10 + Constitution modifier radiant damage.  


Deathlord
You have moved beyond the study of undeath, instead working on the deepest meanings of death. Through this you have learned more can motivate a corpse than necromancy and magic.


Prerequisites: 21st level undeath pact warlock
You began your studies with necromantic magic working to infuse the bodies of the dead with power so they could serve your will. This is what your undead master told you was the path to true power, but the longer you walked that dark power you found there was more to death than your master understood. It took many years of studying necromantic magics before you began to puzzle it out, but at last you have learned that necromantic magic is only the basest, brute force method of animating the dead. What is pulling the strings of a corpse through necrotic strings compared to the power of instilling that corpse with its original spirit, driven by the same desires and goals that motivated it in life?

With this insight you have moved beyond the power of your former masters, creating undead through recalling their spirits and giving them what they want in exchange for service. Some want revenge against the same enemies you fight, while others want their loved ones looked after in exchange to their service. While this process requires a little more work on your part, the undead now under your command are more than witless automatons doing your bidding. They work toward the same purposes as you as willing agents. You are no more a lord of the undead, but a leader of the restless dead.

In this role you become the intermediary between the living and the dead, helping deal with walking dead, haunting, and all manner of events where the world and the dead intersect. In time you become known to both the leaders of the living and the dead, both immortal and mortal. Gods of evil and undeath curse you for finding your better path while gods of the death thank you for your service to their charges.

Immortality?
After your last quest ends your work in the lands of the living are over and you become as much dead as living, able to walk the realms of the dead as easily as the lands of the living. You have dominion over where these two worlds cross and work to make such areas as peaceful as possible. In the realm of the dead you build a domain of your own free from necromancy and tyranny over the dead, bringing new ideas to the land of the dead. To the living you become a legendary spirit of the dead who helped them find their rest; to the dead you become the leader to a new world; to necromancers you become a tale of terror and punishment.

Deathlord Features
Necromantic Control (21st Level): Once per round, you can take a minor action to order your undead servant to take a standard action, a move action, or a minor action.
Beyond Undeath (21st Level): Undead you create, including your servant and any you animate, do not have vulnerability to radiant damage.
Death-Link (24th Level): As long as you remain within 20 squares of each other, you and your undead servant may draw on each other’s healing surges as if they were your own. Also, any time either you or your servant is damaged, you may choose to divide the damage evenly between the two of you.
If you are reduced to 0 hit points and your undead servant has at least one hit point, you may immediately spend a healing surge.
Touch of the Undying (30th Level): You gain resist poison and resist necrotic equal to your level + your Intelligence modifier and automatically succeed at all death saves. Any time you use bound beyond the grave you may assign the temporary hit points to yourself. Any spells that affect all undead under your control also affects you.

Armor of the Unliving Deathlord (Undeath) Utility 26
Daily * Arcane
Standard Action Close burst 20
Target: Each undead you control in burst
Effect: The target spends a healing surge and gains a +2 power bonus to AC, Will, Fortitude, and Reflex until the end of the encounter.  

Feats

Distant Animation
Prerequisites: Warlock, Undeath Pact class feature
Benefit: All spells with animate keyword gain a range of 10 so the undead animated by the spell can appear in any square within 10 squares of you.  


Servant Training
Prerequisites: Warlock, Undeath Pact class feature
Benefit: Your undead servant gains training in a single skill that you are trained in.

Skilled Animator
Prerequisites: Con 13, warlock, undeath pact
Benefit: Creatures you create by powers with the animate keyword gain a +1 bonus to attack and damage rolls.

Dedicated Servant
Prerequisites: 11th level, Con 15, warlock, Undeath Pact class feature
Benefit: When your undead servant is adjacent to you, you gain a +1 bonus to AC and Reflex.

Fast Servant
Prerequisites: 11th level, Con 15, warlock, Undeath Pact class feature
Benefit: Your undead servant gains a +1 feat bonus to speed and a +2 feat bonus to Reflex defense.


Tough Servant
Prerequisites: 11th level, Con 15, warlock, Undeath Pact class feature
Benefit: Your undead servant gains an additional healing surge and an additional number of hit points equal to your 5 + Constitution modifier.

Unstoppable Servant
Prerequisites: 11th level, Con 15, warlock, Undeath Pact class feature, bound beyond the grave class feature
Benefit: Instead of using bound beyond the grave to give your undead servant temporary hit points, you may instead give it regeneration equal to your Intelligence bonus. This regeneration ends if the servant is struck with radiant damage or reaches 0 hit points.

Overwhelming Power of the Dead
Prerequisites: 21st level, Con 19, warlock, Undeath Pact class feature
Benefit: Undead under your control get a +2 bonus to attack rolls for each undead under your control that is adjacent to the attacking undead.

Magic Items
Armor of the Dead Level 5+
Coming in a wide variety of forms, this armor is created to be installed in the undead servant of an undeath pact warlock.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Armor: Any
Enhancement: AC
Property: Reduces the Vulnerable (Radiant) of the wearer by 5. Can only be used on undead servants.
A common item found among necromancers and the armies of the dead, these suits of armor come in a vast array of shapes and sizes. Designed with little thought to comfort or ease of use, these suits of armor are usually horrific in appearance in order to magnify the terror their wearers can inflict. Most undead pact warlocks tend to customize the armor of the dead their undead servants wear as a sign of pride and so their servant can be easily recognized by other undeath pact warlocks.  



Weapon of the Dead Level 5+
Varying from razor sharp gloves to massive two-handed weapons, these weapons were designed to be used by undead servants.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 necrotic per plus
Property: Can only be used by undead servants.
Power (Daily): Minor Action. Your undead servant can make a basic melee attack.
Like armor of the dead, weapons of the dead are common among undead commanded by a powerful spellcasters. Weapons of the dead usually reflect the culture and type of undead they were created for, though they are almost always made to look as imposing as possible.

Bone Doll Level 5
Made from ritually prepared corpses, these small dolls serve as a focus for the undead minions you summon. You can use them to pour your own life force into your minions, increasing their power.
Wondrous Item 1,000 gp
Power (Consumable * Necrotic): Minor action. Use the bone doll in the same round you use a undeath pact power with the animate keyword and spend a healing surge without gaining any hit points. The undead animated gain a +2 power bonus on all defenses.
Developed by necromancers in the southern Bonewood Jungle, these small dolls are infused with necromantic energy to serve as a focus for the spells used to animate undead. Each bone doll can only be used once so many necromancers carry a bag or bandoleer of them for emergencies. These dolls always look gaunt and frightening, made of human bones and teeth. Possessing these items is a crime in some kingdoms since they are only good for desecrating the undead.    






Sunday, March 18, 2012

From the Kill Pile: Undeath Pact Warlock

So this was the warlock path that was the most crazy: a striker that does its damage through controlled minions and a servant.  It was loosely based on the ranger build with the beast companion, but also had dailies abilities for summoning minions.  Of the three, it's the one I had the most concerns about not working well, but I figured I should try at least one out there warlock pact.

And hopefully some real content for next week.

Undeath Warlock Pact

Most mortals listen to the innate repulsion they feel towards undead, but some brave souls overcome this instinct for the sake of power. They see the ageless power of liches and other undead and recognize the power to be gained. They see armies of undead immune to hunger, thirst, or exhaustion, and see power to be wielded. A rare few manage to bargain power from the most potent undead, taking a fraction of their power in exchange for being an agent where the walking dead are not welcome. Such individuals are usually human, but all races have made deals with the undead at some point.

To obtain your powers, you have made deals with some of the darkest powers, pledging your service to liches, vampires, and worse monsters. In exchange you have received dominion over the walking dead, including the ability to bind them to your service. You can summon up the powers of the grave to weaken and slay your foes, while your minions tear them to shreds, possibly adding them to your forces. You may seek to use the powers of darkness against its own spawn or you may simply crave power, but whatever your motivation you walk a dark path.

Unlike most warlocks, undeath pact warlocks are served by undead followers in combat. Much of the warlock’s effectiveness in combat comes from ordering these undead around. In addition to having a permanent undead servant, undeath warlocks can create minions through their encounter and daily powers using ceremonial remains they carry with them.

Touch of the Grave: You know the touch of the grave at-will spell.
Bound Beyond the Grave: When you destroy an enemy, you can channel its life force into your undead servants, bolstering their animated, necrotic forms.
When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, your undead servant gains a number of temporary hit points equal to your level. This cannot be used on minion undead servants.

Undead Servants
As part of the ceremony to imbue an undeath pact warlock with his power, the warlock is granted the ability to animate and control undead. The warlock has a single servant that is always at his beck and call, but the warlock can learn abilities to summon up other creatures on a limited basis. Undeath pact warlocks do not gain the Prime Shot or Shadow Walk class features.

You must select what type of undead servant you control from the following categories: ghoul, shade, skeleton, wight, or zombie. These are general classes of undead and may be customized in terms of appearance, behavior, etc. according to your desire and the flavor of the campaign. For example, a skeleton of a warlock from a desert may be equipped with only a pair of scimitars and no armor or clothes, while a skeleton serving a warlock from a northern realm could be outfitted fully in the armor and furs of his burial ceremony.

You and your undead servant operate so well together that you function as if you are one. You can use your actions in combat to give orders to your undead servant. Even if your undead is intelligent they are still bound to your will and cannot disobey your orders.

Your servant is considered a creature and an ally for determining what powers can affect it. It can be healed by inspiring word or protected by priest’s shield and so forth.

You can only have one undead servant at a time. Dismissing your undead servant turns it back into a normal corpse. You can gain a new undead servant using the Create Undead Servant Ritual, which the undeath pact warlock learns in his training. This ritual is also used to replace the undead servant if it is destroyed in combat.

Some warlock powers may allow the warlock to summon up undead minions on a temporary basis. The follow the same rules as the warlock’s main undead servant unless otherwise specified. This means if an undeath warlock summons up a number of skeleton minions they can only make attacks if the warlock uses a standard action to order them (and his undead servant) to attack.

Undead Servant Statistics
The type of undead servant determines most of its game statistics, though there are some characteristics shared in common by all undead types.
Level: Your undead servant’s level is always equal to yours. The undead servant’s defenses, hit points, and attack bonus improve as your level increases.
Ability Scores: Your undead servant’s type determines its ability scores, which increase as your level increases. Add 1 to two of your undead servant’s ability scores at 4th, 8th, 14th, 18th, 24th, and 28th level. At 11th and 21st level, all the undead servant’s ability scores improve by 1.
Healing Surges: Your undead servant has two healing surges. The undead servant’s healing surge value is equal to a quarter of its maximum hit points.
Vision: Your undead servant has darkvision.
Vulnerable: All undead servants have vulnerable 5 radiant.
Immune: All undead servants are immune to poison and disease.
Resist: All undead servants have resist 10 necrotic.

Servant Types
Choose one of the following types for your undead servant. Once you choose a type, you can embellish the undead servant’s appearance.

Ghoul
Ghouls are grave dwelling, corpse-eating undead that rely on their speed and agility in combat. They have greater mobility and cunning than other undead servants.
Ability Scores: Strength 12, Constitution 14, Dexterity 16, Intelligence 8, Wisdom 8, Charisma 10
Size: Medium
Speed: 7 squares, climb 3 squares
Defenses: AC 14 + level, Fortitude 12 + level, Reflex 14 + Level, Will 10 + level
Hit Points: 14 + 6 per level
Attack Bonus: Level + 5
Damage: 1d6
Melee Basic Attack: Claw; level +5 vs. AC; 1d6 + Dexterity modifier damage.
Trained Skill: Stealth

Shade
Made for the tortured souls of the dead, shades seek to draw energy of the living in the hopes of staving off the cold of the grave. They are stealthy and have the advantage of ignoring armor with their basic attack.
Ability Scores: Strength 10, Constitution 12, Dexterity 16, Intelligence 6, Wisdom 6, Charisma 14
Size: Medium
Speed: 6 squares
Defenses: AC 14 + level, Fortitude 10 + level, Reflex 14 + Level, Will 10 + level
Hit Points: 12 + 6 per level
Attack Bonus: Level + 2
Damage: 1d6
Melee Basic Attack: Claw; Level +2 vs. Reflex; 1d6 + Dexterity modifier damage.
Trained Skills: Stealth
Special: Shade servants use servant’s attack bonus vs. Reflex for any abilities that use the servant’s attack bonus vs. AC.

Skeleton
Skeletons are the most common type of undead servant, have few notable weaknesses but few notable strengths either.
Ability Scores: Strength 14, Constitution 14, Dexterity 16, Intelligence 6, Wisdom 12, Charisma 6
Size: Medium
Speed: 6 squares
Defenses: AC 14 + level, Fortitude 12 + level, Reflex 14 + Level, Will 10 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level + 4
Damage: Melee 1d8; Ranged 1d6
Melee Basic Attack: Weapon; level + 4 vs. AC; 1d8 + Dexterity modifier damage.
Ranged Basic Attack: Weapon; level +4 vs. AC; 1d6 + Dexterity modifier damage.
Speed of the Dead: When making an attack of opportunity the skeleton gains a +2 bonus to the attack roll.
Trained Skills: None

Wight
Wights are favored for their fast movement and hard-hitting attacks. They are not cunning or subtle, but they are very effective when used aggressively.
Ability Scores: Strength 16, Constitution 12, Dexterity 14, Intelligence 6, Wisdom 6, Charisma 14
Size: Medium
Speed: 7 squares
Defenses: AC 14 + level, Fortitude 14 + level, Reflex 12 + Level, Will 10 + level
Hit Points: 12 + 8 per level
Attack Bonus: Level + 4
Damage: 1d8
Melee Basic Attack: Claw; Level +4; 1d8 + Strength modifier damage.
Trained Skills: None

Zombie
Not particularly fast moving or accurate, zombies excel at staying in the fight despite suffering immense damage.
Ability Scores: Strength 16, Constitution 14, Dexterity 8, Intelligence 6, Wisdom 6, Charisma 6
Size: Medium
Speed: 4
Defenses: AC 14 + level, Fortitude 14 + level, Reflex 10 + Level, Will 10 + level
Hit Points: 14 + 10 per level
Attack Bonus: Level + 2
Damage: 1d10
Melee Basic Attack: Slam; Level +2; 1d10 + Strength modifier damage
Trained Skills: None

***Sidebar***
Create Undead Servant
Level: 1 Component Cost: 50 gp
Category: Creation Market Price: None
Time: 4 hours Key Skill: Arcana (no check)
Duration: Instantaneous
This ritual allows you to create an undead servant from a corpse. You can create any of the five types of undead servants, determined when you cast the ritual. At the end of the ritual you have a fully functional undead servant. This ritual automatically fails if you already have an undead servant bound to your service.

This ritual requires a corpse that has not previously been animated as an undead. Creating a paragon tier undead servant costs 500 gp, and an epic tier undead servant costs 5,000 gp.
***sidebar***


Commanding an Undead Servant
Your undead servant does not normally take its own actions during combat. Instead it acts on your turn as you direct it, using the options below. To command your undead servant, you use the action type listed below. To command your undead servant it must be within 20 squares of you, but it need not hear or see you. If you don’t use an action to command your undead servant it remains where it is, as long as you are conscious and present in the encounter. If you are not conscious or you are not present your undead servant can act independently.
Attack (Standard Action): Your undead servant makes a basic melee attack against an enemy of your choice.
Defend (Standard Action): Your undead servant or both of you use the total defense action. If you are adjacent to each other the bonus to your defenses increases to +3 from +2.
Move (Move Action): Your undead servant or both of you take a move action. Both of you need not take the same type of move action.
Opportunity Attack (Immediate Interrupt): When a creature provokes an attack of opportunity from your undead servant, you spend an immediate interrupt action to command your undead servant to attack the creature.
Other Actions: For other types of actions you must spend the appropriate action and your undead servant completes it. If your undead servant is incapable of completing the task your action is wasted and the undead servant does nothing. It is up to the DM if your undead servant can complete an action.

Undead Servants Independent Actions
When you can’t command your undead servant, it can act independently. For example, if you are unconscious or you are busy elsewhere, your undead servant can act normally without waiting for your commands. In such circumstances the undead servant can take a standard action, a move action, and a minor action on each of its turns.

Undead Servants and Healing
Your undead servant can spend healing surges and receive the benefits of healing abilities in the same fashion as other characters.
Second Wind: Undead servants cannot use the second wind action.
Other Healing: When you are adjacent to your undead servant, you can spend a minor action and one of your healing surges to channel some of your power into it, healing it as if it had spent a healing surge.
Destruction: An undead servant follows the same rules as a character for death and dying, even though the servant does not truly die. Instead, if it suffers sufficient damage, the magic holding it together slowly bleeds away unless its is reinforced by healing the undead servant’s body.

New Keyword: Animate
Powers with the Animate keyword awaken creatures from the surrounding area to serve you.
Animated Creatures
A creature you animate uses these rules, unless a power description says otherwise.
  • Allied Creature: All animated creatures are allies to both you and your allies. The power determines where the animated creatures appear.
  • Defenses: The animated creature's defenses equal yours when the creature is animated, not including any temporary bonuses or penalties.
  • Minions: All animated creatures are minions and are destroyed as soon as they suffer a single point of damage. They have no healing surges. Some animated creatures have abilities that reduce certain types of damage, making them tougher than normal minions.
  • Speed: The animating power determines the creatures speed.
  • Commanding the Creature: Animated creatures have no actions of their own; you must spend actions to issue orders to your animated creatures. You may spend a single action to issue an order to all your animated creatures and your undead servant. To command an animated creature you need not see or hear it but must be within 20 squares. When you command the animated creature ,the two of you share knowledge but not senses. As a minor action, you can command the animated creature to take one of the following actions, if it is physically capable of taking that action: open or close a door or a container or pick up or drop an item. As a move action, you can command the animated creature to take one of the following actions: crawl, escape, fly, run, shift, or walk. As a standard action, you can command the animated creature to make an attack, which is detailed in the power description. Other special commands may be listed in the power description.
  • Attacks: The attack bonus of animated creatures is equal to your Constitution modifier plus a bonus listed in the power description.
  • Ability and Skill Checks: If the animated creature has to make an ability or skill check, it is assumed to have a bonus equal to half your level plus any modifiers listed in the power description.
  • Duration: Unless the power description says otherwise, animated creatures remain until the end of the encounter or until they are struck for damage.

New Keyword: Servant
A power that has this keyword can only be used while your undead servant is active and present in an encounter. Some of these powers are more effective when used in conjunction with a specific type of undead servant. Only undeath pact warlocks can take powers with the servant keyword.

Range:
The following range designations appear in some powers.
Melee servant 1: The attack’s target must be adjacent to your undead servant.
Melee weapon (servant 1): The attack’s target must be within the reach of the weapon you’re wielding and adjacent to your undead servant.
Close burst (servant 1): The burst originates from your undead servant.
Servant: The power may only be used on your servant.
Undead Servants and Damage Notation
Powers that use your undead servant to attack use the servant’s attack bonus and use [S] to denote the servant’s damage die. A number before [S] tells you the number of times you roll the die.

Level 1 At-Will Powers
Touch of the Grave Warlock (Undeath) Attack 1
You reach out through your undead servant, striking down your enemies with its power.
At-Will * Arcane, Servant
Standard Action Melee servant 1
Target: One creature
Attack: Servant’s attack bonus vs. AC.
Hit: 1[S] + servant’s ability modifier + your Constitution modifier.
Increase damage to 2[S] + servant’s ability modifier + your Constitution modifier at 21st level.

Level 1 Encounter Powers
Embrace of Death Warlock (Undeath) Attack 1
Your minion grabs its opponent, holding him in place for you to pick apart at your leisure.
Encounter * Arcane, Servant
Standard Action Melee servant 1
Target: One creature
Attack: Servants attack bonus vs. Reflex.
Hit: 2[S] + the servant’s ability modifier + your Constitution modifier damage, and the target is grabbed (until escape).
Zombie Servant: Attempts to escape the grab suffer a penalty equal to your Intelligence modifier.

Soultaking Warlock (Undeath) Attack 1
Your undead servant rends its enemy with its weapon, draining the victim’s life force to fuel its necrotic needs.
Encounter * Arcane, Healing, Servant
Standard Action Melee servant 1
Target: One creature
Attack: Servant attack bonus vs. AC
Hit: 1[S] + the servant’s ability modifier + your Constitution modifier necrotic damage and the target loses 1 healing surge. The undead servant regains a healing surge.
Wight Servant: The servant heals a number of hit points equal to your Intelligence modifier.

Level 1 Daily Powers
Skeletal Horde Warlock (Undeath) Attack 1
You summon up a group of skeletons to aid you in battle. They may not be the equal of your undead servant, but they can still be effective in the right situation.
Daily * Animate, Arcane
Standard Action Close burst 1
Effect: You animate four skeletons, which appear in the four closest empty squares to you. The skeletons have the following abilities.
Horde Skeleton
Medium natural animate (undead)
Defenses +1 AC, +1 Reflex, -2 Will
Resist 10 necrotic
Immune poison, disease
Speed 6
Longsword (standard; at-will) * Weapon
Constitution vs. AC; 1 + Constitution modifier damage.
Shortbow (standard; at-will) * Weapon
Ranged 15/30; Constitution vs. AC; Constitution modifier damage.

Sunder Spirit Warlock (Undeath) Attack 1
You blast the target with a torrent of necrotic energy, causing his body to rot as you tear their spirit apart and absorb his life energies.
Daily * Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 3d8 + Constitution modifier necrotic damage. If the target is bloodied or reduced to 0 or fewer hit points by this attack, you gain a number of temporary hit points equal to 5 + your Intelligence modifier.


Level 2 Utility Spells
Sacrifice the Dead Warlock (Undeath) Utility 2
When targeted by an attack, you command your undead servant to interpose itself between you and the threat.
Encounter * Arcane, Servant
Immediate Interrupt Personal
Trigger: You are the target of a successful attack and your undead servant is adjacent to you.
Effect: You and your undead target switch places, and the triggering attack targets the undead servant instead of you.

Level 3 Encounter Powers
The Ghoul’s Touch Warlock (Undeath) Attack 3
You channel necrotic energy through your undead servant, allowing him to drain the motive life force from its target.
Encounter * Arcane, Servant, Necrotic
Standard Action Melee servant 1
Target: One creature
Attack: Servant’s attack bonus vs. AC
Hit: 2[S] + servant’s ability score + your Constitution bonus necrotic damage, and the target is immobilized until the end of your next turn.
Ghoul Servant: The target suffers a penalty to its Reflex defense equal to your Intelligence modifier until the end of your next turn.

Poison of the Grave Warlock (Undeath) Attack 3
You pull forth the foul essence of undeath from your undead servants and use it to assault your enemies.
Encounter * Arcane, Implement, Servant, Necrotic
Standard Action Close burst servant 1
Target: All creatures in burst
Attack: Constitution vs. Fortitude
Hit: 2d10 + Constitution modifier necrotic damage.
Undeath Pact: The target suffers a penalty to Fortitude equal to your Intelligence modifier until the end of your next turn.

Level 5 Daily Spells
Zombie Host Warlock (Undeath) Attack 5
You raise a group of zombies, using specially prepared remains, creating a small force of minions at your beck and call.
Daily * Animate, Arcane
Standard Action Close burst 1
Effect: You animate four zombies, which appear in the four closest empty squares to you. The zombies have the following abilities.
Host Zombie
Defenses +1 AC, +1 Fortitude, -1 Reflex, -1 Will
Resist 10 necrotic
Immune poison, disease
Speed 4
Slam (standard; at-will)
1 + Constitution vs. AC; 2 + Constitution modifier damage.
Tough Minion
The zombie is not destroyed by attacks that inflict less damage than your Constitution modifier.

Armor of Nar-Tuul Warlock (Undeath) Attack 5
You summon up necrotic energies to infuse your undead servants, making them more resilient and able to damage their foes with the merest touch.
Daily * Arcane, Necrotic
Standard Action Melee servant 1
Target: One creature
Attack: Constitution vs. Will
Hit: 1[S] + servant’s ability score + your Constitution bonus necrotic damage. Undead under your control within 10 squares of your servant gain a +2 power bonus to AC, Fortitude defense, and Will defense. Also, any creature successfully attacking your undead servant in melee suffers necrotic damage equal to your Intelligence modifier. This lasts until the beginning of your next turn.
Sustain Minor: The effect continues.

Level 6 Utility Spells
The Arisen Host Warlock (Undeath) Utility 6
Awakening the necrotic power of your master, you restore one of your fallen undead to the fight.
Encounter * Arcane
Immediate Reaction Close burst 10
Trigger: One undead under your control is reduced to 0 hit points or fewer.
Target: One undead you control in burst that has been reduced to 0 hit points or fewer.
Effect: The target may immediately spend a healing surge. If used on a minion undead it is restored to 1 hit point.

Level 7 Encounter Spells
The Shade’s Curse Warlock (Undeath) Attack 7
You channel necrotic energy into your undead servant, allowing it to reach through the armor of the target as shades do, rending flesh while ignoring steel.
Encounter * Arcane, Necrotic, Servant
Standard Action Melee servant 1
Target: One creature
Attack: Servant’s attack bonus -2 vs. Reflex
Hit: 2[S] + servant’s ability score + your Constitution modifier necrotic damage, and the target is weakened until the end of your next turn.
Shade Servant: Shade servants ignore the penalty to the attack roll and inflict ongoing necrotic damage equal to your Intelligence modifier until the end of your next turn.

Gravelight Warlock (Undeath) Attack 7
Against most foes, the majority of an undeath warlock’s spells are effective, but against undead they need something else. This spell is commonly learnt by undeath warlocks who expect to be combating undead because it releases a bolt of radiant energy at the target.
Encounter * Arcane, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d8 + Constitution radiant damage and the target is dazed.
Undeath Pact: If the target is undead, it is blinded until the end of its next turn.

Level 9 Daily Spells
Touch of the Nine Dead Kings Warlock (Undeath) Attack 9
You summon forth the power of nine ancient kings who sold their souls for eternal life as liches, drawing life from your target to feed their eternal hunger.
Daily * Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 3d10 + Constitution modifier necrotic damage, and the target is weakened (save ends).
Miss: Half damage, and the target is not weakened.

The Dreadblades of Morgus-Tal Warlock (Undeath) Attack 9
You focus your power on the weapons of your undead, causing them to glow with black necrotic energy. The merest touch of these weapons causes flesh to rot and steel to rust.
Daily * Arcane, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 2d10 + Constitution modifier necrotic damage.
Effect: All undead you control within 10 squares inflict an additional 1d6 necrotic damage on any successful melee attack until the beginning of your next turn.
Sustain Minor: The effect continues.

Ghoul Swarm Warlock (Undeath) Attack 9
You raise a group of ghouls which come crawling up from the earth to answer your summons.
Daily * Animate, Arcane
Standard Action Close burst 1
Effect: You animate four ghouls, which appear in the four closest empty squares to you. The ghouls have the following abilities.
Swarm Ghoul
Defenses +1 AC, +1 Reflex, -2 Will
Resist 10 necrotic
Immune poison, disease
Speed 7, climb 3
Claw (standard; at-will)
2 + Constitution vs. AC; 3 + Constitution modifier.
Fast Minion
The ghoul reduces all blast and area damage by your Intelligence modifier. If the damage is reduced to 0 the minion is not destroyed.

Level 10 Utility Spells
Wraithform Warlock (Undeath) Utility 10
You imbue your undead servant with necrotic energy, turning its form ghost-like and insubstantial.
Daily * Arcane, Servant
Standard Action Servant
Effect: Your undead servant becomes insubstantial until the end of the encounter.

Level 13 Encounter Spells
Blessing of the Dead Warlock (Undeath) Attack 13
One of the last resorts of the cornered necromancer, this blast of radiant energy knocks back undead who get too close to the warlock.
Encounter * Arcane, Implement, Radiant
Standard Action Close blast 3
Target: All creatures in blast
Attack: Constitution vs. Reflex
Hit: 2d8 + Constitution modifier radiant damage. If the target is undead, it is pushed 3 squares.
Undeath Pact: Undead are pushed a number of squares equal to 2 + your Intelligence modifier.

Protecting the Master Warlock (Undeath) Attack 13
Your servant goes barreling into your enemies, knocking them away from you.
Encounter * Arcane, Servant
Standard Action Close burst 1 (servant)
Target: All enemies in area
Attack: Servant’s attack bonus vs. AC
Hit: 2[S] + servant’s ability modifier + your Constitution modifier damage, and the target is pushed 2 squares.
Special: This power may be used in place of the melee basic attack in a charge.
Undeath Pact: The target is pushed a number of squares equal to 2 + your Intelligence modifier.

Level 15 Daily Spells
Light of the Exorcism Warlock (Undeath) Attack 15
Focusing on the power of life instead of that of the grave, you unleash a powerful bolt of radiant energy and empower the rest of your spells with its influence.
Daily * Arcane, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 4d10 + Constitution modifier radiant damage, and the target is stunned (save ends).
Effect: For the rest of the encounter, all necrotic damage you inflict is considered to be necrotic and radiant damage.

Shade Onslaught Warlock (Undeath) Attack 15
Daily * Animate, Arcane
Standard Action Close burst 1
Effect: You animate four shades, which appear in the four closest empty squares to you. The shades have the following abilities.
Shade
Defenses +2 AC, +2 Reflex, -2 Fortitude, -2 Will
Resist 10 necrotic
Immune poison, disease
Speed 6
Claw (standard; at-will)
Intelligence vs. Reflex; 4 + Intelligence modifier.
Shadow Form
The shade reduces all damage from abilities that target AC or Reflexes by your Intelligence modifier. If the damage is reduced to 0 hit points or less the shade is not destroyed.

Level 16 Utility Spells
Curse of the Walking Dead Warlock (Undeath) Utility 16
You channel the power of your Warlock’s Curse through your undead, cursing your foes through the weapons of your undead followers.
Daily * Arcane
Standard Action Close burst 10
Target: All undead you control in the burst
Effect: Any target struck by your undead until the end of your next turn are under the effects of your Warlock’s Curse. You may also use the damage bonus from your Warlock’s Curse with the attacks made by undead under your control until the end of the encounter.

Fury of the Grave Warlock (Undeath) Utility 16
Charging your undead with necrotic energy, you empower their decaying limbs to strike with unnatural speed.
Daily * Arcane
Minor Action Close burst 10
Target: All undead you control in the burst
Effect: All targets gain the ability to make an extra basic attack as a free action.
Sustain Move: The targets can make an extra basic attack.

Level 17 Encounter Spells
Banshee Wail Warlock (Undeath) Attack 17
You let out a horrendous scream of pain foretelling the death of all those who hear it.
Encounter * Arcane, Implement, Necrotic
Standard Action Close blast 3
Target: All creatures in blast
Attack: Constitution vs. Will
Hit: 2d6 + Constitution modifier necrotic damage, and the targets gain vulnerable necrotic 10 until the end of your next turn.
Undeath Pact: The targets grant combat advantage to you and your allies until the end of your next turn.

Wraith Storm Warlock (Undeath) Attack 17
The weapon of your servant turns black and insubstantial, waiting to draw the strength from any it touches.
Encounter * Arcane, Healing, Servant
Standard Action Melee servant 1
Target: All creatures in close burst
Attack: Servant’s attack bonus vs. Reflex.
Hit: 2[S] + the servant’s ability modifier + your Constitution modifier damage, and the target is weakened until the end of your next turn.
Undeath Pact: Your undead servant heals a number of hit points equal to your Intelligence modifier.

Level 19 Daily Spells
Wight Assault Warlock (Undeath) Attack 19
Four wights claw themselves up from the earth, ready to kill at your command.
Daily * Arcane
Standard Action Close burst 1
Effect: You animate four wights, which appear in the four closest empty squares to you. The wights have the following abilities.
Wight
Defenses +2 AC, +2 Fortitude, -4 Will
Resist 10 necrotic
Immune poison, disease
Speed 7
Claw (standard; at-will)
3 + Constitution vs. AC; 2 + Constitution modifier and the target is immobilized (save ends).

Curse of the Barrow King Warlock (Undeath) Attack 19
Sounding of an ancient litany of a wronged king murdered unjustly, you curse your opponents to be troubled by the dead king’s soul, preventing him from finding peace and solace.
Daily * Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 2d6 + Constitution modifier necrotic damage, the target takes ongoing 10 necrotic damage and regains only half the number of hit points from any healing effect (save ends both).

Level 22 Utility Spells
Unbreakable in Death Warlock (Undeath) Utility 22
You charge your undead with necrotic energy, forcing them onward despite the condition of their corpses.
Daily * Arcane, Necrotic
Standard Action Close burst 10
Target: All undead under your control in the burst
Effect: All targets gain regeneration 5, but their regeneration does not function on a round in which they take radiant damage. As a minor action, you can revive any minion destroyed in the previous round, if they were not destroyed by radiant damage. The undead lose the regenerate 5 ability at the end of your next turn.
Sustain Minor: The undead retain their regeneration.

Level 23 Encounter Spells
Drain of the Soul Warlock (Undeath) Attack 23
Drawing forth the life force of your target, you inflict grievous damage while using hits life force to heal yourself.
Encounter * Arcane, Healing, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 3d10 + Constitution modifier necrotic damage, and you heal a number of hit points equal to half the damage you inflict.
Undeath Pact: You heal an additional number of hit points equal to your Intelligence modifier.

A Sacrifice of Bones Warlock (Undeath) Attack 23
You fill one of your undead with necrotic energy, causing it to explode, damaging nearby creatures with the withering power released.
Encounter * Arcane, Necrotic, Servant
Standard Action Close burst 1 (servant)
Target: Each creature in burst
Attack: Constitution vs. Fortitude
Hit: 2d10 + Constitution modifier necrotic damage, and the target is knocked prone. If the undead used as the source of this ability is your undead servant, this ability inflicts +2d10 necrotic damage, and the target is also dazed until the end of your next turn.
Effect: Any undead you control may be used as the source of this ability. The undead used as the source of this ability is reduced to 0 hit points.

Level 25 Daily Spells
Dance of the Macabre
Calling forth music from the realms of the dead you gain some power over those close to death, forcing them into a blasphemous dance of the dead.
Daily * Arcane, Charm, Implement, Necrotic
Standard Action Close burst 5
Target: Each bloodied or undead enemy in burst
Attack: Constitution vs. Will
Hit: 2d6 + Constitution modifier necrotic damage, and the target makes a melee basic attack against the closest ally. If no ally is available, the target suffers an additional 2d6 necrotic damage and is dazed until the end of your next turn.

Wraith Pack Warlock (Undeath) Attack 25
Four wraiths fade in from the shadows around you, prepared to feast on the life force of your enemies.
Daily * Arcane
Standard Action Close burst 1
Effect: You animate four wraiths, which appear in the four closest empty squares to you. The wraiths have the following abilities.
Wraith
Defenses AC +3, Fort -3, Reflex +3, Will +3
Resist 10 necrotic
Immune poison, disease
Speed fly 6 (hover)
Claw (standard; at-will) * Necrotic
1+ Constitution vs. Reflex; 4 + Constitution modifier necrotic damage and the target is weakened (save ends).
Regeneration
If destroyed by any damage type aside from radiant damage, you may spend a minor action on your next turn to restore the wraith to 1 hit point. This must be done on your next turn or else the wraith is destroyed permanently.
Spawn Wraith
Any humanoid killed by a wraith rises as a wraith under your control at the start of your next turn, appearing in the square where it died (or in the nearest unoccupied space). This wraith has the same stats as the wraith originally created with this power.

Level 27 Encounter Spells
Strike of the Wraith King Warlock (Undeath) Attack 27
Black claws reach out from your hand, raking your target while cloaking you in a field of shadow.
Encounter * Arcane, Implement, Necrotic
Standard Action Ranged 5
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 4d10 + Constitution modifier necrotic damage, and you become insubstantial until the beginning of your next turn.

Promise of the Grave Warlock (Undeath) Attack 27
Your undead servant strikes at your enemy, channeling the chill and peace of the grave into its strike. Your enemy is left dumbfounded by the attack, comatose from the quiet of the grave.
Encounter * Arcane, Implement, Necrotic
Standard Action Melee servant 1
Target: One creature
Attack: Servant’s attack bonus vs. AC
Hit: 4[S] + the servant’s ability modifier + your Constitution modifier damage and the target is stunned until the end of your next turn.

Level 29 Daily Spells
Storm of the Damned
You call the spirits of those you have damned with your black arts back to your service, releasing them in a torrent of necrotic energy at your enemies. They burst forth as a horde of ghosts, ripping those in their path to shreds.
Daily * Arcane, Implement, Necrotic
Standard Action Close wall 6
Target: All creatures in wall
Attack: Constitution vs. Will
Hit: 4d10 + Constitution modifier necrotic damage, the target loses a healing surge, and the target suffers ongoing necrotic 10 damage (save ends).

Spectral Army Warlock (Undeath) Attack 29
Calling upon ancient deals forged with long-dead soldiers you call up specters from the legions of the dead
Daily * Arcane
Standard Action Close burst 1
Effect: You animate four specters, which appear in the four closest empty squares to you. The specters have the following abilities.
Specter
Spectral Chill (Cold) aura 1; enemies in the aura take a -2 penalty to all defenses.
Defenses +3 AC, +3 Reflex, +3 Will
Resist 10 necrotic
Immune poison, disease
Speed fly 6 (hover); phasing
Spectral Touch (standard; at-will) * Necrotic
2 + Intelligence vs. Reflex; 6 + Intelligence modifier necrotic damage.
Invisibility (minor; at-will)
As a minor action you can order your specters to turn invisible. They remain invisible until they attack or are damaged.